A Survey
of the
Cross-Platform
Game Landscape
David Fox
CEO, Double Coconut
we are
full-stack engineers
+ artists and project managers
a boutique development studio specializing in
Cross-Platform Game & Entertainment Apps With Heavy Back-End Requirements
JEWEL QUEST / BUBBLE TOWN HTML5
Running in Every Major Tablet /
Handheld /
PC Browser
JewEL QUEST XP
Hit iOS Game
Extended to
Android
&
Facebook
DEAL OR NO DEAL
Why Just Port?
Converted
iOS Game
Monolithic
iOS Code
To Sustainable
and Maintainable
Cross-Platform
Codebase
3 REASONS TO CROSS the PLATFORM
PLAYER CONTINUITY
Make progress on one device,
Keep going on another
DISTRIBUTION BREADTH
Mo' App Stores =
Mo' Money
BROWSER BELIEVER
Game always just a click
(or tap) away...
CANDY CRUSHIN' IT
To Be The King of X-Platform
You Don't Need Magical Tech
Or Fancy Frameworks
Just Polished Native
Experience
&
Lots of Testing
&
Lots of Process
= Lots of Time
MAGIC BULLETS ARE OUT THERE!
PURE NATIVE ARCHITECTURE
PURE NATIVE
PURE WEB
INTERPRETED
MAKING THE CUT..
This Talk Will Focus On Frameworks That Are:
- 2D / Casual
-
Used Successfully in Top Games on iOS and Android
- Bonus for Facebook / PC
- Bonus for Blackberry, MSFT
- Managed by Well-Established Org/Co
CORONA
+ Lua Scripting - Easy to Use (Similar to ActionScript)
+ Easy and Standard UI / Animation / Physics
+ Corona Editor - Great for Beginners
-Slow Build to Device Time (Cloud Build)
- Bloated With Libraries You May Not Use
- Some Features / SDKs Not Supported
(*But Can use Corona Enterprise: Full Plug-In Support for Java/ObjectiveC)
- Android 2.2, ARMv7 Only
- Interpreted = Sometimes Unpredictably Slow
- Command Line Debugging
Price: $16-$199 developer/month
Used For: Freeze!, Fun Run, Major Magnet
MARMALADE
+ C++ via Visual Studio PC or XCode Mac
+ 1-Click Deploy Across All Platforms:
iOS, Android, Blackberry, Windows, Mac/PC, More!
+ Good Emulators / Testing on PCs
- Black Box: Great When Things Work!
But Look Out When They Don't...
- Multithreading Issues
- Network Hang Issues
- No Easy Debugging on Device
Price: Free to $3,500 / year
Used For: Call of Duty Zombies, Bejeweled Blitz, Cut the Rope, Draw Something, Pro Evolution Soccer, Talisman
XAMARIN
+ iOS, Android, Mac, Windows
+ All Coding in C#
+ Great for XNA Coders
Can Extend XBox/PC Games to Mobile
+ Xamarin.Forms to Share UI Code
- Larger App
- Longer Load Times
- C# Not For Everyone
Price: Free to $1,899/year
Used For: The Secret Society, GOAL 2014
LibGDX
+ 100% Free & Open Source
+ Java via Eclipse/IntelliJ
+ Custom Builds for Windows, Linux, Mac, Android, iOS, Blackberry
+ OpenGL Graphics
+ Physics / Texture Packer / Particles
+ Very Supportive Community
+ Use RoboVM for iOS
- No "Easy" Tools
- Relatively Slow iOS Builds
- Complex Engineering for Bindings
Price: Free!
Used For: Ingress, Delver, Apparatus
Adobe AIR
+ Flash -> iOS, Android, Windows, Mac, Blackberry
+ Use FlashBuilder and Flash Assets
- Slow Build/Deploy Cycle
- Only Supports Certain SDKs/Device Features
- If Re-Using Flash Vector Graphics ... Sloooow Performance
- Tough to Debug
Price: Free (if already have Flash toolset)
Used For: Machinarium, Incredipede
HAXE
+ Develop with Flash API
+ OpenFL Converts Flash to Different Haxe Targets
+ Can Use HaxeFlixel = 2D Game Framework
- Slow Builds
- Complex Setup and Documentation
Price: Free!
Used For: Papers Please
GAME MAKER
+ Great for Non-Engineers
+ Drag & Drop / Quick GML Scripting
+ Android, Browser, iOS, Mac, PC, PS3, PS4, Vita, Windows Phone
- Must Use Their Tools
- Not Extensible
Price: Free/$99/$800 For Mobile Export
Used For: Hotline Miami, Spelunky, Super Crate Box
COCOS2D-x
+ Open Source!
+ Popular Cocos2D Game Engine in C++
+ Makes Basic 2D Game Stuff (GUI, Sprites, Sound) Easy
+ Physics (Box2D or Chipmunk)
+ Good, Mature Toolset
+ Great Community
+ Easy UI w/ CocosBuilder
- Fairly Complex
- Very Slow iOS Compile Time
Price: Free!
Used For: Badlands, Big Fish Casino, Castle Clash, Dragon City, Matching with Friends, 2048, Family Guy: Quest For Stuff, Avengers Alliance
APPORTABLE
+ ObjectiveC/Swift --> Android
+ Works Like Magic w/ Cocos2D & XCode
+ One Conditional Code Base
+ Company Behind "Sprite Builder"
- Issues with UIKit-Focused Games
- Limited Plug-Ins for Ads, Analytics
Price: Basics for Free -> $99/month/dev
Used For: Kingdom Rush, Spaceteam, Superbrothers S&S, Hero Academy, Mega Run, Osmos, Campus Life
UNITY
+ DeFacto Standard for Mobile3D
+ Growing Support for 2D
+ Mature Art Pipeline
+ Big Community w/ Vibrant Asset Shop
+ Multiplayer Networking Support
+ See Art/Code Changes Run in IDE Immediately
- Optimizations Needed for Performance/Memory on Different Platforms
- Learn new IDE
- Poor Web Adoption for Plug-In
- Large-Ish File Size
Price: $1,500 + More for iOS/Android Builder
Used For: Bad Piggies, Castle Story, Dead Trigger 2, République, Wasteland
BTW... IF LOOKING INTO 3D...
Epic Game's UnReal Engine
Crytek CryENGINE
CONTROVERSIAL STATEMENT #1
YOU CAn'T avoid SOME native
Ad / Offer SDKs
Analytics / Attribution SDKs
Device-/OS Version- Specific Bugs
Platform-Specific Optimizations
Solution:
A Native XCode/Eclipse Project
Is Your Friend
(bindings can work too)
CONTROVERSIAL STATEMENT #2
"IT WORKS!" AIn'T Enough
Compile / Build / Deploy / Launch Times are Hugely Important
Performance On Different Device Classes Can Vary a LOT
SO TIME IT!
Thoroughly Test a
Meaty Benchmark App
Across All Target Devices
Before Signing Off
if not feeling warm and fuzzy
Just Say No!
oh, and...
(Pad Your Schedule!)
CONTROVERSIAL STATEMENT #3
ARTISTS ARE PEOPLE TOO
What's The Day to Day Art Workflow?
Don't Forget About UI
For Launch...
...And After that 223rd A/B Test
CONTROVERSIAL STATEMENT #4
TREAD CAREFULLY
I Hate to Use the "P" Word...
But To Run Your Game
As A Service
You're Gonna Need
Some Real
PROCESS
RIDE THE MAGIC BULLET
Thanks For Listening!
Questions?
David Fox
CEO, Double Coconut
david@doublecoconut.com